NESLife attempt #3

daft I said I don't like spoilers :) :p... I lied ofcourse I LOVE spoilers but was more looking for updates ^^ just that this one took long so I just wanted to see :p
 
Era 12: The Simplavoric Era

This era is named after several excellently-preserved Simplavalion fossils which date from this time period (they are believed to have been formed after an ancient underwater landslide buried the unfortunate creatures).

This was a time of recovery. Apart from a few super-volcanic eruptions here and there, the atmosphere became much clearer. The surface was bathed in full sunlight once again. As temperatures increased, the glaciers were chased back to the polar regions, leaving behind vast deposits of gravel and silt - the end result of millions of years of glacial erosion. These areas were quickly colonised by hardy plants.

Many animals and plants did well. After surviving the bad times, the surviving species had few problems. Most saw dramatic increases in population – though some more dramatic than others….

New Evolutions:
critters12.jpg


Winners:
Squiggly looked set to replace the Slithery eventually. Vast schools of Squigglies were patrolling the oceans by the end of this era. The genus was no longer the fastest (Flying Aces in particular were able to specialise in hunting down Squigglies and Slitheries), or the most efficient at eating plankton. Still, there was something to be gained by simplicity and sheer numbers, at least while predators did not have too great an advantage.

Sociavalion not only still survived, but thrived. The Sociavalion was able to make the most of its abilities this time around, as it was able to establish a strong population before its rivals had fully recovered.

Simplavalion made a nice ambush predator. Like its predecessor the Sociavalion, it had the jaws and fangs to deal with most prey.

Yuckius Lookus still had no serious predators. Its eyesight was useful for finding a suitable mate, if nothing else. Due to its greater complexity, it was unable to spawn in such great numbers as its predecessors had once been able to. But the species still had huge populations.

Mining Zeeboo had more complex bio-chemistry than most other plants, being able to extract energy both from sunlight and directly from minerals, while remaining as hardy as its predecessors. With its combination of abilities, it was able to survive where no other plants could. However it was quite slow to grow, taking decades to reach full size.

Proto-Moss was more successful than its close rival the Terranoplan (both decendents of Terranoalgae). Although inferior in some respects, the spores of the Proto-Moss were able to spread over a much wider area, giving it a head start in many places. Though it must be said the Terranoplan was hardly a failure either, being almost impossible for other plants to dislodge once it got a foothold.

Brown Hunter returned to the warm waters as the amount of prey increased again. It soon became the main predator in both cold and warm waters.

Shellster Planktovorapod had one of the most efficient methods of sifting and digesting plankton seen so far, only rivalled by the Yuckius species. It had a good lifestyle. Once fully grown, its shell and spikes were usually enough to guarantee safety (and safety for the plants they attached too).

Although it had fewer numbers overall, Stealthrex had a unqiue way of hunting that guaranteed its survival. It was practically invisible to most other species, except those with electrical senses - the Da’s and the War Deathrexes – or those with more developed eyesight, such as the Terradids and Socivalion/Simplavalions.

Colonies of Spongita Waliska took full advantage of the plankton boom. It covered large areas of sea floor by the end of this era. The spaces between individual sponges made good places for small animals to hide, or for sea plants to take root. Carpets of Spongita Waliskas were often found at the base of Dendrothermis forests.

Thick Finner did very well as it was able to feed both in the sea and on coastal land. Though much of the vegetation on land was a little too prickly and acidic to be worth eating. It was also limited to the warmer areas.

Finally, Terradid was yet another success story. It became better adapted to life on land, while remaining the only land animal capable of tackling the more dangerous plants.

Endangered Species:
After countless millions of years, the Slithery still had a good formula for survival. The only problem was the emergence of the Squiggly, which was even better. There were too many Slitheries to be quickly replaced, but the species definitely seemed to be on the way out.

The Jet Spike was a very unusual ‘plant’, a little too energetic for its own good. As it lacked any real senses, it method of attack was not particularly accurate. Nor was its ability to actually subdue its ‘prey’, as it had only a not-so-strong acid as its main form of offence, and piercing spikes that were all-too-easily blocked by exoskeletons and scales. Generally this species still relied on photosynthesis, and wasted as much energy as it gained from its other efforts.

The Super Yucky Finner had even greater de-sensitivity than its predecessor, and also had moderate poison resistance. But it still struggled to eat the latest Yucky species. It just about managed to survive by feeding on the various Urchin species.

The War Deathrex is brawling itself into extinction. It has all the aggression, but not the weapons to back it up. As groups of Brown Hunters began to return to the warm waters, the fiercely territorial War Deathrexes began a fight to the death. It is a fight they had no chance of winning. Brown Hunters are better armed and protected, not to mention faster and stronger. Only a handful of War Deathrex’s were able to survive to the end of this era.

Extinctions:
New evolutions were the only cause of extinction during this era:
Shellster Flutuapod, Dearthrex, Doubler, Yuckius Yuckius, Tough Zeeboo, Xenodid, Orange Hunter, Omi2, Flying Form, Terranoalgae, and Yucky Finner.

Planet Map:
wx12.png

The continent known as Oroseph became increasingly isolated from the main group of continents. It had lost many species during the Extinction Event, and was now too isolated to be repopulated by the survivors.

Warm Shallows:
Things are busier and more violent now. The increase in Slitheries and Squigglies attracts more predators, to the annoyance of the other peaceful residents.
WS12.jpg


Cold Shallows:
CS12.jpg


Open Ocean:
MO12.jpg


The Deep:
Its worth noting that the Sociavalion and its cousins are the only predators that survive near the ocean floor. But the deep is just too dark and too sparsely populated for any worthwhile hunting.
DO12.jpg


Cold Land:
Note that there are currently no predators anywhere on land, in any terrain. The only concern for land animals is finding enough food.
CL12.jpg


Temperate Land:
TL12.jpg


Mountainous:
Only the more recent plants can survive here. Animals have yet to follow.
MT12.jpg


Oroseph Continent:
Large plants, Respirytes and Scensurytes are missing from this continent. Meanwhile it is currently the only home of the Giant Leafworms and Jumping Zibblers.
SP12.jpg


Bonuses:
Plant award: Mining Zeeboo. Fulton gets +1 gene bonus.

Animal award: Terradid. Grombar gets +1 gene bonus.

Innovation award: Jet Spike. TerrisH gets +1 gene bonus.

Survival award: Slithery. North King gets +1 gene bonus.

Story award: Lord Iggy gets +1 gene bonus this time.

Some Genes Appearing in this Era:
’Territorial Aggression’ – This is *extreme* territorial aggression, driving a creature to attempt to exterminate all rivals in the area, including their young, so that its own species has less competition.

'Airborne Spores’ – Mass reproduction is one thing, but spreading the population is another. Airborne spores (or any kind of tiny airborne seed) are designed to be carried by the wind for many miles. But, because they are small, the spores/seeds will not contain much energy/nutrition. So, although spread over a wider area, the new plants will still have a tough start in life.

Species Stats: (please check before evolving etc)
*Stats post link*

Problems:
@erez, I made one gene for the ‘thick finner’ into crawling, so it could actually manoeuvre itself on land.
@Niklas, I merged the ‘stalks’ gene in with the airborne spores, hope that’s ok. It seems like it was just helping the efficiency of the spores, rather than something that should be counted on its own.
@The Farow, I kept level 2 swimming for the Simplavalion. I want to limit the amount of stuff you can remove to 2 genes per turn, same as the amount of things you can add. Plus I thought it would still be of use to help ambush prey.

@Everyone, you may have noticed tons of mistakes with the gene count for each species in the stats (the number in brackets). I keep forgetting to change it. Or I somehow end up with weird mistakes that I cant explain. I have fixed a few mistakes this turn. Its supposed to show the total number of genes, so at a glance you can tell how complex/evolved it is.
 
Lord Iggy, your the one witht he creature living in my plants branches. would you care to courdinate our evoloutions this turn. nevermind, i'll just send the PM. if you agree, I'll Post it. if not, I do have another creature.
 
Effiecient Zeeboo: Fulton
Evolved From: Mining Zeeboo
Genes Added (max 2+1): Mineral Extraction x1, Photosynthesis x1, Water Retention x1
Genes Removed (max 2): None
Description (Optional): The Zeeboo line of evolution had done well in recent eras, flourishing in the niches it had carved out. The Zeeboo survived in areas other plants could not and thrived where others survived.

Confident in its ability to survive, it now focused on increasing the energy it took in and in its march further and further inland. Future evolutions would put this energy into further adaptations, but for now, it meant that its previously gained abilities and parts were significantly less taxing on the Zeeboo.

Although still slow to mature, a large proportion of Zeeboo survived until maturity so that while growth was slow, it was constant. The Zeeboo gene-line would attempt to solve this problem in the next era, but that is a story for another time.
 
but I never wanted it to maneuver on land yet ^^ jump jump on it , mimicking it's swimming on land, to barely move there. It still suppose to be a full sea creature with some land eating habits.

Is it possible to cancel the crawling? (I don't want it to crawl anyway :p but walk later).
 
Wonderful update as usual. :) The new continent is an interesting addition to be sure. Do we specify that we want to evolve on that continent, in the cases where a creature/plant exists on both, or is that a choice you make?

I'm not sure I agree with the merge of genes though. Yes the stalks are there to help the spores, but are not then stems only there to help the leaves? It is my plan(t) to continue grow those stalks, into something more akin to ferns than trees. Thus I figured stalks would be better than stems.

Alas, I am also a bit sad, for this update marked the end of an era for me personally. I am quite proud that, except for the very first update where only a single bonus was given, I have been given a gene bonus for every update I have managed to participate in, an unbroken suite of 8 consecutive updates :). No more though, and I am not really that sad, since the reason is that we get to see more plants. Being the only one to develop them would be really boring.
 
Original Species:

Jumping Zibbler: NPC
Evolved From: Zibbler-21
Genes (6): Crawling x1, Eating Dead Things x1, Complex Stomach x1, Water Retention x1, Eyes x1, Flying x1
Description: The Jumping Zibbler has traded its heavy fangs for a basic jumping/gliding ability. By getting to fresh carcasses more quickly, or by sneaking in from above, it has a better chance of eating its fill, before it is bullied away by other scavengers.

New Species:

Jubblerus Maximus: Splime
Evolved From: Jumping Zibbler
Genes Added: Flying x1, Smelling x1
Genes Removed: Crawling x1
Genes (7): Eating Dead Things x1, Complex Stomach x1, Water Retention x1, Eyes x1, Flying x2, Smelling x1
Description: The Jubblerus Maximus has a better flying skill, thus removing the need for crawling. It also has a smelling sense in order to better reach dead things.
 
Prime Finner II : erez87
Evolved from: Prime Finner
Genes (11): Skeleton x1, Jaws x1, Plant Eating x3, Plankton Eating x1, Swimming x2, Eyes x1, Gills x2,
Description: The Prime Finner continued to advance and become better. It begun eating plants better and soon also a Jaw begun to appear in it's mouth to help chew on more plants. This animal is extremely energy efficient. The jaws also gives this Finner the ability to eat harder plants.


Propelled Finner : erez87
Evolved from: Prime Finner II
Gene added (max 2): Swimming x1, Gills x1
Description (optional): The Propelled Finner is a Finner that is able to swim faster than ever and in a much more efficient way.

The Prime Finner lives were hard ones. They had to escape hunters all the time and this hurt them much. In some finners the tail have grown to be longer and the fins on it larger, allowing the animal to use it much better to gain speeds that other finners can only dream of. With the evolution of the more advanced back fin and new swimming way the energy that this swimming required was greater and while the Finners could eat enough their inner system just couldn't deliver enough energy to the swimming. So in the better swimming finners also better gills were successful and soon the Propelled Finner appeared in the seas grown and mighty. It is fast like no other finner before it and can hide among plants if it needs to use other methods of escaping.


For the Thick Finner not much changed...

OOC: If next update the Prime Finner II gonna die please leave a small group of it as I want to get it to evolve into 1 more thing at least... Unless of course you can in which way I will completely understand
 
Grey Hunter: cvlowe
Evolved from: Brown Hunter
Genes added: Teeth x1, Vibration sense +1
Genes removed: fangs -1
Genes (19): Flesh eating x3, Complex Stomach x2, Vibration Sense x2, Smelling x1, Swimming x2, Cartilage x1, Gills x2, Jaws x1, Teeth x1, Scales x1, Live Young x1, Pack Hunting x1, Cold Resistance x1

As the hunter line evolved, their complexity necessitated longer lifespans. Having fangs, which would break off occasionally and take a long time to grow back meant that older or unlucky hunters had to struggle to keep up their food intake- or die. In time the hunters fangs, now mounted in their jaws, grew shorter and wider, with sharp edges, as opposed to being "spike" shaped. This is a more efficient design allowing them to tear into their prey even more effectively and efficiently. They are also capable of growing multiple rows so that as one tooth breaks off or wears out, another one rotates forward from the inside of the jaw to replace it. They also evolved a better sense of hearing allowing them to detect prey at a longer range and more accurately target it when close.

{if teeth are not allowed as a new gene, just make it fangs x2}
 
Alas, I am also a bit sad, for this update marked the end of an era for me personally. I am quite proud that, except for the very first update where only a single bonus was given, I have been given a gene bonus for every update I have managed to participate in, an unbroken suite of 8 consecutive updates :). No more though, and I am not really that sad, since the reason is that we get to see more plants. Being the only one to develop them would be really boring.

Bonuses are over-rated. I've only ever had one bonus, and I've still evolved the most effective predator in the ocean :)
 
It's not the bonuses per se that I'm after, it's the fact that they are recognitions that a species was successful. :)
 
Brown Hunter returned to the warm waters as the amount of prey increased again. It soon became the main predator in both cold and warm waters.

[emphasis added]

That's recognition enough for me :cool:

(though a bonus gene would have been nice :lol:)
 
Flying Amph: marauder68
Evolved from: Flying Ace
Genes added: Flying x1, lungs x1
Genes (18): Plankton Eating x2, Swimming x3, Vibration Sense x1, Eyes x1, Cold Resistance x1, Flying x3, Jaws x1, Flesh eating x3, Cartilage x1, gills x1, lungs x1

The Flying Amph is for the first time finally capable of true flight, capable of stay out of the water for extended periods of time. Once airborn they can actualy move farther distances with less energy than swimming. Because of this they can be found almost everywhere ther is water on the planet. They evolved their gills into primitive lungs for use while out of the water. They still spend the majority of their tome in the water to eat and reproduce so retained their gills.
 
Nice Update, I will post my creature a little latter today.

I should get a bonus for having an era named after my creation ;)
 
Thanks for the feedback,

About the special continent - you can specify if you want a new speices to appear there, though obviously it would have to evolve from something already on the continent.

On the other hand, if you evolve something from a species that is trapped there and not present elsewhere in the world, then you are automatically going to start on that continent anyway.

@Niklas, i wanted to spread the bonuses around a little bit :) (though they will always go to the more successful species)

About stalks, i see your point. Though if you were to attach leaves to it, what would the difference between stalks and stems? I would see that as the same thing.

Currently i see 'stems' needing their own gene, because without them you can have leaves spreading out across the ground if you wanted, or otherwise growing in a pile that dosent get very tall. Stems are mainly about competing with other similar-sized plants, by seperating the photosynthesisng bits and putting them as high up as possible. But if the plant is alone on flat ground, it doesnt need to be arranged vertically in order to catch all the light it wants. If you get what i mean.
 
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